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feat: ASCII weapon projectiles per equipped item#329

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mokn merged 1 commit intodevfrom
feat/creature-studio
Apr 8, 2026
Merged

feat: ASCII weapon projectiles per equipped item#329
mokn merged 1 commit intodevfrom
feat/creature-studio

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@mokn mokn commented Apr 8, 2026

Summary

  • Weapon projectiles now render through the ASCII pipeline (MonsterAsciiRenderer) instead of raw pixel stamping
  • Each weapon's 3D model appears as ASCII art during flight — Iron Axe looks different from Hunting Bow
  • Melee weapons spin, ranged drift with subtle Y rotation
  • Falls back to generic 2D drawings (hammer/arrow/fireball) when no GLB is available

Test plan

  • Enter battle with equipped weapon that has a GLB — projectile renders as ASCII
  • Enter battle without GLB weapon — falls back to 2D drawings
  • Melee weapon spins during flight
  • Ranged weapon maintains arrow-like orientation
  • pnpm vitest run — 28 tests pass (weaponAnimations + glbItemLoader)

🤖 Generated with Claude Code

Replace raw pixel stamping (drawItemProjectile) with ASCII pipeline
integration. Item GLBs now render through the same Three.js → ASCII
conversion as monsters and characters, so projectiles match the visual
style of the entire battle scene.

- glbItemLoader: replace drawItemProjectile with getItemDrawFn + setItemRotation
- weaponAnimations: use renderMonster with dynamic MonsterTemplate per item
- Brighter render overrides for small projectiles (gamma 0.40, boost 2.4)
- Falls back to 2D canvas drawings when no GLB available

Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
@mokn mokn merged commit 07db4f2 into dev Apr 8, 2026
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